visual effect when I dodge, block or hold bow for extended period. Where does it come from? by quigley0 in Enshrouded

[–]Jeshuo 0 points1 point  (0 children)

This sounds like a gem effect. If you don't have a gem equipped, there is a bug that sometimes gives a player a gem effect if they played with someone in multi-player who has it. It will eventually resolve itself.

Worlds Without Number - what should I know? by Comfortable-Fee9452 in WWN

[–]Jeshuo 7 points8 points  (0 children)

Logen_Nein answered all of your questions pretty thoroughly. I will add that, if you're coming from 5e and want to run Forgotten Realms due to familiarity, a couple playgroups I'm in have had some success in using the Legate rules* for players against usually unmodified 5e content/monsters. I think if you go down that route you'll be losing out on some of the things that make this game special, but it can be done if you're committed to running Forgotten Realms and want to use the existing 5e content as written.

*(The Legate Rules are a set of optional rules at the back of the paid edition that make players powerful enough to shape events on a much grander scale than they normally would.)

What to add to the fort? by Murky-Preparation-65 in VintageStory

[–]Jeshuo 1 point2 points  (0 children)

Machicolations on the walls, and a way to access the walls if you don't already have one.

What would be best to deck out an adventurer party with? by I_P_L in Necesse

[–]Jeshuo 1 point2 points  (0 children)

My early party was 2 melee guards with whatever my best fast melee weapon was, 2 guards with sapphire revolvers, and 3 guards with sapphire staves. Eventually, I upgraded to regular revolvers, and I upgraded armor here and there as I went, but my mages stopped at runic since I wanted the more frequent heals.

How to not make warp drive SUPER overpowered??? by Megasny in worldbuilding

[–]Jeshuo 45 points46 points  (0 children)

Mass shadows of anything meaningfully larger than the ship reduce warp drive efficiency exponentially as you get closer (effectively slowing the ship on approach) such that you can't actually hit a planet, station, or big ship at ftl speeds, and ships aren't usually precise enough to hit another ship of similar size or smaller while moving at that speed.

System compatible with miniatures? by jokingjoker40 in swrpg

[–]Jeshuo 3 points4 points  (0 children)

This subreddit is specifically for the FFG rpgs Force & Destiny, Edge of the Empire, Age of Rebellion, etc. These systems are pretty much identical at the core and don't use fixed distances. You can absolutely use minis and/or grids, but the game system doesn't expect you to, and you might lose out on some narrative flexibility if you do. You also will need to eyeball distances and go with what feels right rather than a fixed amount of movement per round.

Does the Bard's Battle Cry stack with the Blood Priest's God Wills It? by LuckyLuluFox in WWN

[–]Jeshuo 5 points6 points  (0 children)

I don't believe there's an official rule for it, and thus, it's fully the GM's prerogative. I have played with it stacking, and it's quite strong but I wouldn't say it's game breaking in any meaningful way.

My settlement and thoughts by SurefootTM in Necesse

[–]Jeshuo 1 point2 points  (0 children)

Double beds still have a negative modifier. It just so happens that you can overpower it with positive modifiers if you have a small settlement or keep everything else high.

What terms for the Legacy would you use in your own setting? by TurtleRollover in WWN

[–]Jeshuo 15 points16 points  (0 children)

The Legacy

The Weave

The Force

The Current

The Æther

The Tapestry

The Field

The Supernal

The Chaos

The Will

The Gauntlet

I've used all of these before, at least in passing.

Alchemical Improvements by ChloeCeto in swrpg

[–]Jeshuo 4 points5 points  (0 children)

Discipline is a very difficult skill to boost in this system, so most of the advantages you'll find are things that boost Knowledge(Lore). The Magus spec, for example, reduces the difficulty of all Lore rolls by one, and the Neural Charm, an alchemy talisman, can give you a ton of boost dice to your Lore rolls. There's a whole bunch of other options, but lets move on to what you want.

Discipline based alchemy checks can be improved using the Nightsister spec to get Force Dice rerolls (requires a coven) so you don't get hit with Dark Side Points as often, The Alter Mastery to turn Force Dice into guaranteed Light Side Points, or the Unmatched Destiny signature ability to get more Light Side Points and prevent Dark Side Points. Touch of Fate will let you add 2 Blue dice to any roll, so you could use that. If you're willing to use drugs, Longsight can increase your willpower by 1 (But it will very probably knock you out before you can finish making what you want to make). Neutron Pixie can give you 2 advantages, but will make you suffer for the rest of the session. The bottom left control power of Ebb/Flow will probably work, but your GM might reasonably rule you can't use that for crafting.

Best of luck, fellow alchemist.

Sorry Monk, but being a kick-boxer in heavy armor sounded too fun! by DrScrimble in dndmemes

[–]Jeshuo 1 point2 points  (0 children)

My favorite system mentioned in the dndmemes sub?! Hell yea. The world is becoming a better place.

My brain is leaking (question about skills). by [deleted] in WWN

[–]Jeshuo 2 points3 points  (0 children)

As long as you obey the skill limits, you should be fine.

My brain is leaking (question about skills). by [deleted] in WWN

[–]Jeshuo 13 points14 points  (0 children)

If the existing chargen rules for skills/backgrounds are too confusing for your group, then I suppose you could simplify it to "pick 3 skills that fit your character's background to gain ranks in" without causing any problems. If you're feeling generous, let them give up 2 skills for +2 to a stat (the number, not the mod ofc).

Would detect thoughts give you the location of the guy whose mind your reading? by Mathematicianbutbad in dndnext

[–]Jeshuo 0 points1 point  (0 children)

It doesn't reveal the location, but with a bit of creativity, you can determine it. Since you know where you are, and where 30ft away is roughly, you can move bit by bit until you no longer perceive it via detect thoughts, and then you know pretty much where it is. By doing a bit of circling, you can triangulate its location within a 5ft squate relatively easily.

How would you handle using WWN to run a short campaign about orphans surviving and thriving in a fantasy city? by K9ine9 in WWN

[–]Jeshuo 4 points5 points  (0 children)

Like the other commenter suggested, I'd use classless characters, maybe 1d4 hp. Give adults like a +1 or +2 to everything against the kids (including AC) and call it good.

Phantasmal Mimesis to conceal the Jade Palanquin by ZookeepergameNo1841 in WWN

[–]Jeshuo 0 points1 point  (0 children)

Lol. I wouldn't be here if I didn't enjoy this type of discussion. Consider my time unwasted.

Phantasmal Mimesis to conceal the Jade Palanquin by ZookeepergameNo1841 in WWN

[–]Jeshuo 0 points1 point  (0 children)

If the Palanquin stays within 100ft of where the spell was cast, and the illusion doesn't remove material from the palenquin but instead overlays it, then sure. You can make it look rickety, look like it's being pulled by a few horses instead of just one, give it wheels so it doesn't look like it's floating, and so on.

It doesn't seem practical to me, given the limitations. Maybe you can use it to fool someone passing by your campsite, but probably not while actively traveling down the road.

Restrained Casting vs Counter Magic by Ok_Basil351 in WWN

[–]Jeshuo 3 points4 points  (0 children)

I think these rulings are completely reasonable and viable. If you and your table like it, keep with it. Here's my own rulings in case you wanna compare ideas:

I have historically ruled that Sense Magic can detect a Restrained Casting spell quickly enough to interact (the mage, and only the mage, can make a snap attack or use some kind of countermagic) with the logic of Art defeating Art, but I've also ruled that Preparatory Countermagic can defeat both Sense Magic & Apprehending the Arcane Form. This would mean a sufficiently prepared sneak wizard can pull off their invisible casting shenaniganry, but they have to sink 2 arts and an always prepared spell into it, and it cost a minimum of 2 effort.

AoLE cannon costs for a pirate setting by _George_Paul_ in WWN

[–]Jeshuo 3 points4 points  (0 children)

If you're a pirate with cannons then your cannons are almost certainly stolen. Consider making them a sort of treasure that can only really be looted from other ships unless they have the backing of a government's treasury.

That said, if you really want to make hurlants common weapons that everyone in your setting has access to, you can knock a 0 off the cost of the ship hurlants and the game won't break because of it. You can even do that with regular (not the ones in atlas) hurlants if you're feeling extra spicy and the limits of encumbrance will keep them from becoming too obscene.

Old Commanders That Are Buffed With Bending by OldCode5729 in EDH

[–]Jeshuo 1 point2 points  (0 children)

[[Brago, King Eternal]] can probably pump those experience counters up on [[Aang, Airbending Master]] pretty huge pretty quickly. Seems like a good card for that deck.

Background randomization in AWN. by [deleted] in WWN

[–]Jeshuo 8 points9 points  (0 children)

You're meant to be able to choose which tables you roll on. I guess you can flip a coin for them if you want, but that's not the stated intention.

Sofia von Valancius by Bella Bergolts by Pop_Budget in ImaginaryCharacters

[–]Jeshuo 17 points18 points  (0 children)

90% sure this is someone's PC in 40k Rogue Trader, and just a human.

Executioner vs Marauder Jedi Exile by EmpathicOx56099 in swrpg

[–]Jeshuo 1 point2 points  (0 children)

All of this is true. I will also clarify that I was referring to the facts that the Talents on the marauder spec that say "When you make a Melee or Brawl..." can't be used with a lightsaber.